using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

using AwesomeEnginePC.Graphics.TwoDimensional.Text;
using AwesomeEnginePC.Graphics.TwoDimensional.Text.TextEffects;
using AwesomeEnginePC.Extentions;
using AwesomeEnginePC.Physics;

namespace AE.PC.Test.SpriteText
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        BaseString spriteString;
        TextEffects textbox;

        TextEffects textEffects;
        TextEffects textWithBackGround;
        TextEffects textWithWordWrap;
        TextEffects textWithTypeWriter;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "AE.Content.ContentCommon";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            
            spriteString = new BaseString(Content, "fonts/basicFont1", "hello world", new Vector(100, 200), Color.Red, new Vector(1, 1), MathHelper.ToRadians(45));

            textbox = new TextEffects(Content, "fonts/basicFont1", "This is a textbox and it should be word wrapping arround hopefully", new Vector(100, 200), Color.DeepSkyBlue, new Vector(1, 1), MathHelper.ToRadians(45));
            textbox.SetGraphicsDevice(GraphicsDevice);
            textbox.SetTextBoxEffect(500, 150, 175, 200,Color.Silver);
            //textbox.TextBoxColor = ;
            //textbox.ShadowColor = Color.Black;
            //textbox.DropShadowRelitivePosition = new Vector(2, 5);
           
            
            textEffects = new TextEffects(Content, "fonts/basicFont1", "effects string!", new Vector(250, 300));
            textEffects.Tint = Color.Orange;
            textEffects.SetShadowTextEffect(Color.Black,new Vector(2, 5));
         
            
            textWithBackGround = new TextEffects(Content, "fonts/basicFont1", "effects string! With Cool HighLights", new Vector(150, 425),Color.Gold);
            textWithBackGround.SetGraphicsDevice(GraphicsDevice);
            textWithBackGround.SetBackGroundColorEffect(Color.WhiteSmoke);
            
            
            textWithWordWrap = new TextEffects(Content, "fonts/basicFont1", "effects string! Word Wrapping Effects dsf sdf text to fill dsff df sd sdf sd ds df Bo Be Do Da Day What What", new Vector(50, 225));
            textWithWordWrap.SetWrapEffect(3);
           
           
            textWithTypeWriter = new TextEffects(Content, "fonts/basicFont1", "effects string! Type Writer Effects Cool",  new Vector(350, 50),Color.Fuchsia);
            textWithTypeWriter.SetScrollingTextEffect(5.0f);
            
            
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            
            
            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteString.Draw(gameTime, spriteBatch);
            textbox.Draw(gameTime, spriteBatch);
            textEffects.Draw(gameTime, spriteBatch);
            textWithBackGround.Draw(gameTime, spriteBatch);
            textWithWordWrap.Draw(gameTime, spriteBatch);
            textWithTypeWriter.Draw(gameTime, spriteBatch);

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
